#virtual-reality
1 messages · Page 123 of 1
yeah, but it couldn't on the oculus store
it couldnt?
they won't allow you to sell it with a win 10 requirement
oh
because they have that guaranteed min spec thing
they have broken it in a couple cases but only for free apps
(nvidia funhouse)
I think vulkan doesn't support MSAA currently in UE4
forward seems to work
but when I enable MSAA, it crashes
ah, that's unfortunate
I dont use MSAA, so I don't have to care 😄
yeah, I'm still on deferred
I've got some big landscape stuff I'm working on and forward didn't support light functions for clouds correctly
and it doesn't support SSAO, so I'm also on deferred
and that silhoutte thing from MSAA looked really bad with lots of atmospheric fog
ah
instanced stereo seems to work with vulkan
well, havent tested if its really active, but it doesnt crash
isnt it pointless on vulkan?
some tests for mobile VR said that you dont really need it
yeah its probably even stupid to have it enabled
as you can just "duplicate" the command buffer for one eye and put it on the other
more gpu time, and cpu time is fast anyways
well are all those LOD bugs fixed now though?
instanced stereo was the only way to keep your eyes from seeing different LODs for a while right?
they fixed it with static meshes
but they didnt fix it for HISMCs
I fixed it manually there
lol
I'll try to package the project and see if performance of vulkan is better in packaged
I dont expect it to be better there though
vulkan is also quite spammy in the log
so its clear its still in a "testing" state
packaging will take a while, havent packaged anything yet with this build so it needs to compile shipping config first
performance is same in packaged
Hey everyone sorry to interrupt, this is a long shot, but is anyone getting strange behavior from planar reflections in PC VR?
Or has it been stable for the most part for you guys
Worse performance in packaged game vs play in editor, and super weird bug where looking away from the planar reflection, and looking back, will aternate bad performance vs good performance
So if you're facing it and look away and then look back, the performance will go from good to bad or vice versa
hmm, haven't seen that
with interleaved reprojection and ASW there is a lower threshold to activate than to deactivate
turn those off and see if you see the same thing
Yeah, Googling didn't turn up any results either. It's probably a very specific issue with my project, can't think of what though
Ah, I never develop with those on anyways so I can see frame rate issues
ok good
yeah can't think of anything else
other than find out if you are are CPU bound or GPU bound when the performance goes bad
It's a CPU issue
are you adding your whole scene into the capture or just movable actors?
Tried almost every combination of that, consistent behavior
Even telling it to reflect only one object. It's almost definitely some unusual bug
have you tried a profiler capture?
assuming it doesn't go away when you try to profile
have done yeah, that's how I figured it was a CPU issue, atleast if IIRC. Don't remember the specific logs though
Might be worth doing again and posting here to see if anyone recognizes something?
you should be able to see a kind of toggling step function in the CPU usage as you look away and look back
Yes it's incredibly obvious in the graph
yeah, then see if the difference comes from one main area or not
if it is just everything is uniformly slower, you are out of luck
It's a single room though, with a mirror covering one side
That's what makes it so unusual
There's definitely not one area that's more performance intensive than another, the level is too small for that
I'll just get around to profiling again I guess, it's an issue that's followed me from .15 to .16 so I'm sure it's got to be tied to my project / level
yeah, also try packaged builds vs editor builds and see if it happens
Oh yes, it ONLY happens in packaged
ah right, sorry you mentioned that
is 4.17 going to have production ready Steam audio after all ?
probably
price cut fellas
rift + touch at 400
so they still don't get enough sales compared to vive
meanwhile, HTC isn't phased and is not gonna change the Vive's price by an inch
I would buy a rift at that price even though I have a vive. They are a nice peice of kit. It's the fact you have to deal with Oculus that is the issue for me :/
the hate for oculus is absolutely insane
I dont hate the hardware. I think it's excellent. I'm just peeved at their business end
@wicked oak they fucked up big time multiple times
facebook is the only way oculus could exist
nothing around that
a lot of utrahate is the palmer trump thing
people STILL hate oculus as a whole for that
that I don't care honestly
that was just propaganda...
the exclusives is another thing
if they werent exclusives, they wouldnt exist
at all
and you can play with revive anyway
what I care of is that they used code from another company (even if zenimax execs are full of shit), and also used tech from Valve to build their HMD, without acknowledging it
revive is great, but shouldn't exist tbh
Oculus should have been opened from the start
we had a big VR dev meetup the morning FB announced they bought oculus
and man I felt uneasy that day
mass confusion :/
the code from another company part is shit
its just that they were the same guys, so they rewrote it from memory
the tech for valve, well thats another thing
that for sure
zenimax just abuses it to get money
see how they do their lawsuits on fucking texas
the home of patent trolling
big companies tend to sue for everything in the USA
has anyone here used / developed for HyperReal yet? (chinese HMD). Cant seem to find any info about it other than a bit of promo.
lawsuiting mojang over the world Scrolls
lausuiting people from using the world "prey" on a game
@sharp swan chinese HMDs are fucking trash
if they cant show a steamVR implementation, they are a scam company
this one is similar spec to oculus and seems to be the prime HMD over there though
and how the fuck do they expect devs to use it with no unity implementation and no unreal implementation and no steamvr implementation
its unusable lol
@jaunty shell this is a 300k contract so I don't really care if it blows. The money is important :p
other than some random demos
@wicked oak well zenimax attacks oculus, so I obviously have to like Zenimax even if they do bad stuff somewhere else
except that if oculus dies, PC vr dies
and I don't care at all about what politican palmer supports, I have enough other reasons to dislike oculus
steamVR would have no competition, and they wouldnt try to do shit
@wicked oak this has an unreal implementation, but it needs a manual SDK implementation and they didn't give us the how, just the code.
same thing with Vive
sure valve would just continue to do as they do now
valve is fully into VR
valve has no competitive reason to do stuff like linux support for steamvr. they just want to bring it forward
having both companies competing so directly is getting us really cool stuff
if oculus dies, PC VR will benefit from it
remember Valve was 100% against timewarp
in their slides they were like "do 90 fps, deal with it"
they only implemented timewarp after oculus did
I still have never used any async warp stuff since my GPU doesnt support it
the Vive wands are also clearly rushed as controllers. They did it to take the upper hand from oculus (and damn they did it)
rushed, but still made the vive the better product
so they had enough time to come up with kuckles that they had no reason to rush
and even though their lighthouses already were way better than oculus tracking, there new version of them is even better
and meanwhile, oculus is dropping price and doing offers to compete against steam
so they dont need competition
you seem to forget that steam is the status quo, the monopoly of pc gaming
Oculus store has some quality control
steam doesnt
they dont care
they are the monopoly
steam is the monopoly because from the consumer side its 101% perfect
steam would do the absolutely minimum they could do, and they do so already
embracing user skins for dota2 and CS and TF is not for being cool or whatever
its becouse its cheap as fuck outsourcing
and they screw those creators a lot
they are on the verge of killing the professional dota2 modellers
well no one is forced to play dota or CS or TF. I never do.
they removed greenlight becouse it was too much effort to try to do quality control
they dont have a proper support system becouse its too much effort
they half-ass stuff like the steam machines
without oculus going to facebook, steam wouldnt have released the vive
at all
or at least not at the time they did
sure they would have
no they wouldnt
even without facebook oculus would have had its own store
and steam would never accept that
that wasnt the original plan
the original plan was oculus doing the hardware, and the games still get sold on steam
thats why valve helped oculus
I think that plan was changed way before they were bought by facebook though
oculus would do the role HTC does right now
we need both companies, and if possible, more companies, to propel VR forward
competition makes innovation fierce
and oculus hurt PC VR with not making PC VR automatically roomscale VR
look at PSVR compared to oculus or vive
for its price, its half assed as hell
come on, using the 6 year old move controllers? shitty as fuck tracking? all becouse after all, PSVR is a monopoly
PSVR is like those dollar store HMD's you slide a phone into :p
not as bad XD
but they wont really compete
becouse in their platform, is only psvr
i see them doing a PSVR 2.0
still for the ps4
they have to really
too much competition would be bad for PC VR. because then it would be way too much work for devs to support all different controllers etc
They probably planned to do it but were rushed. I mean they do need the PSPro for it. the screen percentage on the standard is vile
and the standards appear there. Oculus store vs steam store
as as long as all HMD manufacturers pretty much use the same display there isnt a need for competition there
ue4 abstracts both
a PSVR 2.0 that was Pro only would be neat
a shit thing on PSVR is that the tracking eats your performance
it almost eats a full core out of 6, and a chunk of your gpu power
harsh
they need to do complicated computer vision
becouse its on color on the big blue balls
for rift, they can do a filter and they get ONLY the lights
and they are smaller
so less trouble trying to calculate their center
best device, by FAR, for the psvr
would be lighthouse
I want a console with perfect roomscale VR
lighthouse doesnt have any computation
well it does
but its some trivial math
cameras have to do computer vision, wich is a lot harder
when are the new lighthouses released?
new lighthouse wont work with older devices
when those new lighthouses come out, im buying another 4 of the old ones on the cheap. Mocap ahoy !
well I would guess the comsumer version of the LG headset will come with the new lighthouses
@sharp swan you wont be able to chain then tho, that's only for v2.0
and the new lighthouses should be cheaper than the old ones
half the price would be nice
yeah less components, less rotating stuff so less defects
nah they wont make them cheaper
@jaunty shell dont need to chain them. They are indepedent. Just need to track them and that can be solved with a bit of code. IKinema does it fine
they will make them same price and increase the profit
@sharp swan you meant tracking pucks then, not lighthouses :p
what about HTC
the lighthouses are produced by valve or are they not?
HTC is one of the market actors
they are the first, but there will be more to come
SteamVR/lighthouse is a licensed tech, not something HTC made from scratch
@jaunty shell well I do have to deliver the tracking with it. Not sure about the Vive Tracker things. They look a bit bulky to me and expensive at £1290 a pop
erm 120
1290 😂
I think HTC will also update the vive to ship with the new lighthouses. and also make the vive cheaper then
well you can also contact valve to get a devkit, and make your own accessories/mocap straps with the trackers integrated
once LG has released its headset, no one would have any reason to buy the HTC one any more
yeah sounds like a plan
lets hope LG's build quality is at least on par with the Vive
its better I think
based on those reviews I read
better display, better ergonomics, if it ships with new lighthouses too then really no one has any reason to buy a vive
I hope they put little fans in the forehead area where the plastic covers. Because I sweat like a goon when I wear a Vive
summer + VR = 💦
Worst thing about having friends, they sweat up your HMD
in the future HMDs will probably have active cooling
@junior grove we took a rift to a VR Expo and ran it through a couple of hundred people. I get scared to use it now in case it carries Ebola or something.
when displays are perfect they will need to find improvements to be able to sell new versions
does LG have a website or something like that to apply for devkits of their headset?
just that flip up feature alone would be great for developing
when i demoed my game, i had alcohol wipes, and lens wipes, to wipe the headset and keep it clean-ish
i also had some of this face mask things
@full junco the Vive's DAS works well for the flip up thingy
for when someone in cosplay or REALLY heavy makeup wants to try
at least it stays in place on your forehead
@jaunty shell dont want to buy any deteriorating stuff
deteriorating das are a thing of the past 🙄
It doesn't look like major improvement over the Vive , but it's nice to see more competition
@jaunty shell are they? I didnt read anything about HTC fixing it. you have a source?
mine was in the first batches from HTC and I didn't get the black stuff coming from the foam
And a slightly higher resolution is definitely welcome
probably just a bad batch tbh
@jaunty shell everyone was affected, maybe you just dont sweat enough
also, I read some people destroyed their vive pre when trying to install the DAS because its really not that great for a vive pre
eeh not everyone, lots of first orders, yes, but not everyone
What is deteriorating ? Mine is early too and I have yet to have any issues with it
have they used the adaptater kit for the pre ?
yeah installing that adapter seems to be able to easily destroy the vive
welp
any I'm not sure I wanna take that risk just for some more comfort
if my vive would be broken, I couldnt do anything
why dont you ask oculus for headsets?
they still give headsets to devs if they can show cool stuff
also same thing but for knuckles
I don't want to show oculus any cool stuff
me neither
and I don't want to have a rift, since I dislike oculus. I wouldnt use a rift for deving as I only plan to release on vive
I will release on rift later, but its just easier to focus on vive for now
I would prefer a rift for development tbh. It's lighter, better suited for seated experience and the controllers are way more adaptable to game logic
well, not half. one third
@sharp swan but why should I use it if the game will only be played on vive
thats sales you are losing there due to fanboyism
yeah there is no reason to. Im just saying its easier to dev with. Vive is heavy and controllers need a reboot
@wicked oak no, I'm not "losing" any sales. the reason i'm not directly releasing for rift isnt due to my dislike of oculus, its due to not wanting the extra work of making sure it works on rift
unreal does it automagically with the interface
you only really need to test it works
and the one that works badly is the vive
if it works on the vive it will be better on the rift
also I would probably always only make it compatible with rift through steamvr
not through oculus store
they dont give you a contract that says you need to sell on oculus store
but its another storefront, so more views, and more sales
I call some steamvr stuff directly that isnt supported in ue4 and stuff like that, and I wouldnt want to port that to oculus sdk
I will release my game as early access, and I dont think it hurts to first have it a few months in early access vive-only and when then its a bit more polished care about supporting more hardware
btw oculus store has much more visibility than steam this days
steam is being FAR too spammed
oculus at least has quality control
on the Gallery there are loads of games
but on the "Games" category, not at all
very few
becouse to get there you need to be perfect quality
that is true
getting into that Games category is a lot of possible sales
I would like to get some knuckes though, but I also don't need those currently. I dont gain anything from playing around with knuckles, players dont have those yet
im on Gallery wich is shit-section and i have one third of the total sales
but then you can offer knuckle support sooner. And have it in mind
stuff is easier to implement sooner in development
I think there isnt even a date when consumers will see knuckles
and even then, most players will still have the old controllers
I'm fine with only supporting the 400k vive playerbase with old controllers
I will ask oculus for a rift after I released my game. then they will surely just send me one
ask them for two. My address is P.O.Box 00
if they wanna give me 5 I'll ask them for 5. the less money facebook has, the better the world will be 😛
has anyone dug deep into this? https://youtu.be/YcfcFqaPcFU?t=10s
My first experiments with IK and the vive. Fairly funny how expressive a floating head and arms can be!
no but I have considered it
i kind of did
for my Aquila 1.0 prototype
Gameplay video from the Aquila prototype. This is not a game currently on sale, but just a small prototype i made to test some multiplayer features.
i fight against other player there
he has topbody IK
i found that the hard part is the proportions and the lower body
echo arena gives you a really small lower body, and it just flies around with physics
the actuall collision is kind of a sphere around your neck
are you doing some sort of prediction?
or does the entire chest rotate based off your hmd
the torso is done with some really basic formulas
basically off the hmd
and then its hand IK
you base it off the hands and the head, can't ever use just the head since the human body doesn't move like that at all
yeah, mine was just a stopgap
finally launching this project we have been working on for a few months now. first internal event was on Friday. Big ass setup in Malaysia starting later this week.
I wish unreal could handle the full 8k videos in the 360 stuff though. Annoying having to lower the quality of them
based on the video I have no idea what it is
Still don't get where this hate for Oculus I coming from
Get it!
I got mine for free from Oculus
But if I haven't gotten one, I'd efinitely get one now. Best buy would seem like a better bet since you could get projection plan and whatnot. Or Amazon.
$59 on Amazon
so, $459 for the whole thing in US
comparing to Vive pricewise is pointless as even before this discount it was $200 cheaper than Vive
I'll probably get extra set of Touch to mess with objects tracking
yeah its a nice price
the vive isnt twice as good, so its hard to justify paying twice as much
Vive isn't any better than Rift at this point
(unless one doesn't have enough USB ports available)
the vive still has better tracking
@mighty carbon mah two USB port laptop would not be able to room scale the rift 🤔
and I would have to refrain from using a mouse
bluetooth is the devil 😂
with a big enough room area its surely noticeable
nothing better than a good ol' cable mouse
or can oculus do 5x5 meters now?
I don't have 5 x 5 m space, nor do many of consumers
doesnt change that lighthouse tech is superior to oculus stuff
the tech itself is more futureproof
hmmmmmmmm
even Valve said that Constelation might be used in the future, not Lighthouse
better get extra Touch - use it for object trackers
@jaunty shell btw, if you have USB-C 3.1 (Thunderbolt) on your laptop, you can hook all 3 sensors to it
ah well that's okay then
valve didn't say constelation might be used in the future
Alan Yates just confirmed that camera tracking is the likely end goal
isn't it the same thing ?
but thats more likely to be inside out than a constellation system
he also said that the switch would happen when/if it made sense, meaning the tech is cheaper / better
currently lighthouses are cheaper, more convenient, and higher precision with better room volume.
also wondering just how well extra touch controllers are going to work for object / camera tracking considering you basically have to tape / velcro them together
it is something they hadn't initially considered
eeh? 3D print a socket for the handle
just like they have it on Guitar Hero
in no way Lighthouse is cheaper than Constellation camera
gen 2 lighthouse is dirt cheap for what it is
and you only need two for roomscale
regardless, you were arguing on what you said "valve" said, it was Alan Yates, and those were his words saying it is cheaper
while he works for them I wouldn't take his twitter as the official stance from Valve on anything
lol, of course he will say it's cheaper.. Yet, it's not possible to be cheaper due to moving parts.
lighthouse 2.0 only got one motor
and camera for constellation has none
still requires a bunch of camera sensors
I know these aren't expensive, but so are motors
Lighthouse requires at least 2
for full 360 deg tracking ?
and V2 isn't even out yet
when it's out, and we see retail price, then we can restart this conversation \
no matter how much better Vive's tracking is, there is nothing you can bring to the table to make $800 look more attractive than $459
(especially that for 99% of users tracking area is small and tracking quality will feel identical)
well that's up to HTC or whatever SteamVR licensee to make a move
oculus did it first, good for them
we aren't talking about consumer pricing
you were talking about future proofing and hardware capability
its obvious that oculus is trying to make up marketshare by dropping price and HTC isn't
let HTC kill itself if it wants to
there are other headsets coming out on SteamVR systems
that can choose their own path
hell i told a friend just today to take advantage of the rift drop and snap one up since he is in the market for VR
these are all Gen1 anyway, its gen2 that is important, whenever that break happens
well, the whole point is that Rift is as good as Vive and now with $400 price tag it's what people should buy, no questions asked. I see a lot of people online actively advocating against getting Rift.
those people typically have issues with oculus itself, not the hardware
im pretty vocal against Oculus as a company but even I would buy a rift at that price. And I own a vive.
lol, fates conspired against you
I cleared it with bank and messaged oculus to process again
so, instead of ordering from Amazon or going to Best Buy you chose a route you were not recommended..
vive keeps its price becouse a lot of people are hardcore oculus haters
so sales arent really stopping due to the competition from oculus
once they start seeing lost sales to oculus, THEN they will drop price
I think vive will wait for new system nearer xmas
730 to 400 is quite a price drop
730 is what rift and touch would have cost at release
by using cc I'm protected if its just oculus dumping stock cos zenimax are crippling them
some speculate the price drop is due to gen2 announcement
not because sales are drying up and they've reduced costs?
no idea
Zuk said he understands it's a long term game and he doesn't expect to see returns yet
they just stated there would be no gen2 any time soon
if they lie and tons of people but this offer, they'll be pissed
buy
well, that's what they say.. And then bam!, HTC still has no gen2 and Oculus offers it.. Who knows..
kind of sucks for them that they can't do anything in china as well, that has to hurt sales considerably
yeah
also explains why everything VR out of china is either their own headsets or vives
well £399 brings it into PSVR territory
oculus store isn't even available for china
they said they were trying to enter the market there, dunno what happened
@tired tree Seeing how Vive has such a huge presence there
I don't doubt that Rift is having a hard time there.
well...oculus forums have people asking for the correct VPN settings in order to get their VR apps working in china......O.o
not exactly a smooth ride
Vive might be C-blocking them pretty good
hmmm, 4.17 looks like it is in cleanup phase, should see the preview1 soon
does it have production-ready Steam audio ?
oh man I wish Nvidia would move their butts and release a 4.16 VRworks branch 😂
haven't tested it but there have been several commits related to steam audio and the valve guys promise of 4.17 being stable
i'll keep my fingers crossed
Hello.
How can I configure UE4 to work with the Gear VR Controller (position, orientation, touch pos, etc.)?
so, for Oculus haters, here is how "bad" the company is: https://medium.com/@callumunderwood/going-indie-leaving-oculus-47c09b67f2ec
oh, and that's the guy who got me dev kit
he also sent me 4 devkits
fired for giving out too many devkits
@wintry escarp lol.. read the article..
I did
its nice they treat their empoloyees well tho
he seemed to like working at oculus
just wanted to go small, like when Oculus just started
he probably has enough money to be able to dick around like that
look at the new job, it seems he did like looking and helping indies
that's usually the case
people amass enough cash to not worry much about the future, and then go pursue their own dream
im pursuing my dream with fuck all cash. Someone pay me !
did you guys see Oculus w/ Touch is on sale now for $399?
😮
someone must be doing a boxing game for vr by now
'Lone Echo' is a zero-G space adventure from Ready at Dawn that put you in the robotic shoes of Echo-1, a service android aboard a mining vessel just off the...
10 more days
@wintry escarp if you get your Rift, you'll be able to enjoy that game 😃
seeing a lot of shit toward Rift after this sale event was announced
"death of Oculus", "death of VR", etc.
HTC's rabid fanboys shooting themselves in the foot
eeeh, it's not about lowest settings.. It's about presence
I am definitely a Vive fanboy
But..
I just got two free Rifts from Oculus
Sooo... Whatever
@granite jacinth so Vive2 and Rift2
ok, i've ordered a rift....cleared it with bank and told oculus to push through the order. If i don't get one from that then i'm not meant to have one.
just talked to co-worked who got Vive and now regrets it - he doesn't like wands and it loses tracking every now and then
(not a developer, end-user)
he first got PSVR, hated it.. Now got Vive. Like it more than PSVR, but not that much more. I told him about Rift on sale - he wants to get it now 😛
If only he just went for Rift to begin with, as I suggested 🙄
the rift is better than the vive (vanilla vive)
but vive tracking is better
ive allways said that if you want to do HUGE room scale, get vive
I just said his Vive loses tracking
then rift better
how do they stop cables getting tangled on games where you need to turn around?
you just have to turn long way around?
@wicked oak "remember Valve was 100% against timewarp
in their slides they were like "do 90 fps, deal with it""
that isn't really true
oh, they were
they always said they wanted timewarp for hitches
and brief periods of low frame rate
you sure? they were quite against timewarp
in fact, vive at the start was a disaster
becouse if you got close to 11 ms, it would drop you to 45 fps
@wicked oak that's because they didn't have async timewarp for hitches
so if you were past 9 ms, it would drop you automatically
which they always said they wanted to add
all they could handle was brief slowdowns with the interleaved stuff, using it sustained was always a bad experience
using ATW sustained when you are below framerate is bad
it wasn't until ASW that that became tolerable IMO
ASW need the new cards?
@wicked oak before at 90hz with global update, a late time warp fixup was pretty much necessary to get below the hump
but just a late update of the projection matrices was pretty much enough once we got those features:
it was still necessary for GearVR, since it ran at 60Hz with rolling scanline
to get it near the threshold
"Even people that are inside the industry I could A/B test and the difference between 15 and 20 very few of them would be able to tell the difference."
To kick off our Spring 2017 Commencement, we asked honorary doctorate recipient, John Carmack, to speak to students and community members on campus here at U...
Valve basically hit that threshold without using timewarp, but always said they still wanted it to handle hitches
their main thing in their talk and slides you were talking about was they advocated not always doing a late fixup, because it wasn't necessary if you were hitting frame rate
Oculus was doing a late fixup reprojection on every frame even if you were hitting frame rate at the time
(Oculus also predicts farther out, and then the fix up fixes missed predictions, I'm pretty sure Valve just didn't bother predicting out since they could hit real close to that 20-22ms threshold and not need it)
@wicked oak there's his slides: good for hitches, need positional for sustained, but it was an unsolved problem at the time
Oculus had put out a precursor to spacewarp that used the depth buffer, it still had the double ghosted imagery on some animations and it had problems filling holes and didn't work at all with translucency. ASW has solved most of that, but still can't handle like tons of layers of translucency, it is image based and just kind of gets the dominate motion
@mighty carbon if his vive is losing tracking then he has it set up wrong.....pretty easy to load up a lighthouse skin and check for FOV overlaps
@wintry escarp yeah I think it won't work on the 700 series
@wicked oak "they only implemented timewarp after oculus did" <-- and Oculus only did after Zenimax did 😛
@wicked oak "they are on the verge of killing the professional dota2 modellers" <--- and disney doesn't let you sell your own mickey mouse backpacks without paying them most of the margin
I definitely agree the vive came out earlier than it would have due to the oculus competition
@tired tree I don't think he is that advanced.. Otherwise he's already Googled the solution. That being said, I didn't have any issues setting up Rift 360 deg. tracking, although it was tedious process.
its the SAME thing....
his lighthouses aren't providing full coverage
same as if you set up rift cameras pointing half away from each other
well, Rift setup app has clear visuals showing where to aim sensors. I don't know how it's done in Vive.
like, almost real-time feedback clear visuals
if he followed the instructions he would be fine, just don't lord it around like its a steamVR issue
UX design issue
it also shows them when setting up
he obviously was in a rush
and has never corrected it
maybe..
Just saying it's not all perfect with Vive and also depends on how user sets it up. So, in this case, I have better tracking than he does 😉
why do you even go on these pro oculus anti vive days here? this isn't the place where you keep running into your "fanatics", go argue where they are
well, why not ? At least we get some conversation going here 😃
I blame John_Alcatraz for triggering these disputes 😛
@wicked oak "the original plan was oculus doing the hardware, and the games still get sold on steam" <--- that wasn't the plan at least as soon as Oculus got VC (Eve Valkyrie exclusivity deal came soon after, and before facebook), and Valve still kept collaborating with them. You can see at dev days 2015 there was tension though, with Valve presenting openvr and Oculus not really seeming to take them up on it.
It also may never have really been the plan. Oculus raised more money in investments and loans than the entire kickstarter goal before the kickstarter even launched. I bet they didn't pitch investors with the same plan they pitched kickstarter backers with
interesting
@full junco lighthouses were produced by HTC and I think they made some pretty big improvements in reliability and cost savings (something about moving from harddrive motors to some other one with a different bearing)
@mighty carbon "even Valve said that Constelation might be used in the future, not Lighthouse" <--- that says nothing about today though. I do think it will ultimately be cheaper. But they need to put the processing on the camera itself with some kind of custom silicon or something (or wait on moore's law)
and like @tired tree said, if inside out is the future and can be made to work with motion controllers (apparently the hard part), they may not bother investing in on-board processing for the cameras
@mighty carbon "just wanted to go small, like when Oculus just started" <--- I think Callum joined after Facebook acquired Oculus, or right before
(he gave me a dev kit too =P)
on price drop: yeah that's huge, the first one to $600 wasn't really enough to turn thing because of all the extra cameras extensions and crap you needed to match vive
but at $400 even after you buy all that shit it is still a lot cheaper
There has been one Vive sale at around $600 in the past though (black friday). I could see HTC dropping it to that and still doing ok against $400, but they may need to go even lower
I'd say $600 with the audio strap would be competitive, but I think that thing is too much of a hidden cost cash cow for them to bundle it for now
@sturdy coral vive needs to get money from each sale
oculus doesnt becouse they have the store
@wicked oak how do you know that?
people buy games on steam with the vive. Steam money goes to valve
HTC could have made a deal with Valve on some cut of software sales over some timeframe, etc.
@wicked oak Oculus doesn't care about store sales for now
from their public $500,000,000 software investment they are way in the hole
they aren't making up things on the store
it is a very long term bet
$500 mill?
$250 as of connect 3, and they said they would invest another $250
must be a lot still to be seen
unless that's mostly free rifts
i can see this price cut adding a lot of new users
yeah, now it is finally close to "buy a second monitor, or buy VR?" price territory
I wonder if it will bait Valve and whoever else into announcing dates and details on knuckles and on headsets using the new sensors and basestations
if they don't announce good pricing too I don't know if that will be enough to dissuade people
hopefully its not just oculus clearing stock before giving up on vr
it could be that
and Fb will have Oc as R&D division making VR for the following decade
scenario - Fb clears up stock of gen1 Rifts and let ecosystem evolve or die, while working on gen2 or next big thing
there is still a community of Sega Dreamcast and they still make games for it
Apparently Rift stock is sold out on Amazon
that's something to think about..
connect 4 is in 2 and a half months
I don't think they will give up on VR, but whatever santa cruz becomes could be announced at that point
hopefully it has optional PC connectivity
people will say no way they spent more than $2billion, but ms poured $5 billion into windows phone and its basically dead now
I think Facebook spent close to $4 billion
in the zenimax trial they said after all the bonuses that were part of the acquisition it cost $3 billion
then they paid zenimax something like $300 million (ignoring what palmer and iribe paid personally)
then $500 million on content
and then R&D
("more than 5% of Facebook's total employees work for Oculus" https://uploadvr.com/5-percent-facebooks-employees-working-vrar/)
UploadVR is dedicated to bringing virtual reality technology to the consumer masses. We believe that VR technology is fundamentally transforming the way we learn, interact and understand the world around us.
i wonder if they will show a Oculus with inside out tracking/wireless
what happened to that prototype
yeah that's santa cruz
but not as prototype, but about " we gunna sell it"
yeah
I think they will, question in my mind is will it have pc connectivity as an option
what they showed last year was using gear vr chips at higher clock rates
because they had better cooling
even though the demos were scenes from dreamdeck they were all on a smartphone SoC
my question is battery
are they going to put the battery on the head?
they are heavy and explode
better on a belt
and if you go belt, go all the way and put the circuits there too
super light headset
yeah, as counter-weight could be ok, but people might be nervous after gearvr
I think belt pack is ideal too, like a walkman
could have active cooling then too
for something like google glass a belt pack would be too cumbersome, but for VR where it is taking up all of your attention anyway I think it is more than fine
said it before, only the screen should be on your head, rest should be on a belt pack
also means you can upgrade each one seperately
so how they handle games where you need to turn around a lot? you just need to keep yourself untangled or did they come up with ports that can rotate
@wintry escarp you mean in current headsets?
@wintry escarp assuming you turn randomly, the net twist only grows as a the square root of the amount of turning you are doing
some games have made concessions for it
job simulator guys said they had some recipes that made you go from one place to another in a sequence
that would add a twist each time
so they rearranged it
the original vive cable is pretty good at not getting kinked because it had 3 cables side by side fused together, I've heard the new 3-in-1 gets kinked more, and Oculus does too
but i don't think either are as bad as something like super nintendo controller cables
i will leave it up to fate now
VR fanny pack. Hope we can get it in retro 80s colors.
Come watch some Gamejam VR games on my stream: http://www.twitch.tv/victorburgosgames
I am being assisted by my 7 year old
@DamageOnAHit @GearVR_us @VulkanAPI We are still waiting for some extensions, but currently multiview GL is outperforming vulkan in the big game engines, so it isn't a loss.
this is what's up with Vulkan vs GL on mobile
@mighty carbon I wonder if "the big game engines" includes id tech 6 😃
(tongue in cheek; id tech 5 came to mobile, but I'm not sure id tech 6 has any support left over)
nah, he means Unity/UE4 (he already mentioned that to someone else a few weeks ago)
@sturdy coral did/ does id tech 5 work well on mobile with vulkan?
@pearl tangle nope, before its time
did it perform well on mobile at all then?
@pearl tangle yeah it was one of the most impressive things on ios at the time
ah never tried it out. I would have figured iOS would run into memory issues with their whole gigantic texture stuff. I run into that problem a lot with iOS with ue4 even
it actually worked well with that
mobile has very fast storage even compared to most contemporaneous laptops at the time
so the megatexture streaming stuff worked really well
and I think because the gpu shares system memory
carmack was able to do sparse texture/page fault stuff that didn't come to desktop GPUs until pretty recently
but I think it was also on some fixed paths and stuff I played a bit of it back then but didn't have an iphone so didn't play it very long
hah this toddler explains everything there is to know about VR disorientation:
Simulation sickness, when a player feels sick after playing a game, has recently received more attention due to the promotion of VR headsets in the gaming sp...
(at 12:25)
where do you get sound fx for your projects?
Anyone mess with the VRExtension plugin? I downloaded the template demo but its just the executable. Is there a template project download somewhere?
@mighty carbon buy 1 of the packs of the marketplace, there is a buttload on there
hmm... no sounds I need and not whole a lot of variety
I guess I'll put my Google-fo skills to use
😛
Yeah I just upgraded my project to the new vr expansion version with refactored character.
You have to download the template example not the actual test project link at the top.
@keen iron ^
It's the link just below plugin repository on the forum thread
i think i got it, its building rn
Make sure to rename the folder to something shorter or it will fail.
ye, i installed the plugin on the other project i was working on
and made a blueprint from the VRCharacter class
but the camera just falls right to the floor of the landscape at the start no matter what i did with the capsule height, camera eye height settings etc. lol
hoping that i can find the answer to that in the example project
Haha, yeah that's a strange problem. I'm just using the template as a base for mine and just modifying ripping until I have what I need.
hmm so i have it open and the pawn is set to none in settings
so i guess everything is coming form the Steam_Vr_PlayerController?
Im trying to figure out where i'd go to hack through it and cut out controls / features i don't want. @glossy agate Did you open up the Steam_VR_PlayerController script and just start taking things out or am I missing some Blueprint only way of doing things?
Yeah, I think it was the game mode script that calls the char manually instead of there you would normally find it.
Just click content and search character the find the vive_character I think it's called. That's what I have been working currently to get what I want.
It's the main parent character
o i c, vive pawn character
cool ty, thought i was going to have to start chopping out chunks of code from the scripts
For sure. Yeah, chopping up code is waaay beyond me haha.
that is pretty damn good actually
amazon has no stock here
limit one per customer, should be ebay profitable
I definitely have a couple friends who will finally buy in at this price
this is really good, should be a big user base boost
yeah at that point it's a slightly more viable price but still don't know how much it will actually bring on new users. I'd say it's a relatively small percentage of people who were really interested in VR but didn't make the investment already.
it is effectively $300 with this deal
with touch
that is beyond any expectation I had
I just ordered 2 more of the zotak zbox 1070's mini PC's. They are great and small, sit well at a TV. If they did good bundles with those sorts of 1s it would be quite interesting
also keen to see when steam vr will work on steam OS, dedicated VR box will be an intriuging 1
buy used for only $3 extra...
hah
must be because it comes with free sweat?
they need to fix that
vr would be great for cycle machines etc if they can stop them collecting sweat
I wish there was a big competitor to amazon that would try to stick it to them by beating their prime day rift deal with a huge vive discount
walmart or something 😛
yeah I have 1 of the Virzoom bikes. need to have a different cover on the headset of it for sure
vive has constantly been $100 off off and on for about a year now
I want to pick up a new one just for the weight savings and would probably do it at $600
im running wireless on mine at home now and the deluxe audio strap so relatively happy with it. but a bit lighter would always be handy
the battery on it lasts about 4 or so hours so haven't really needed to. And can just swap it out with another battery and run indefinitely if I need to.
haven't tried doing dev work with it though. just been using it at home for actually playing games instead
man I really want that too, if the weight can be shifted towards the back it might help counterbalance too
but I guess if it isn't right on top it gets some occlusion from your head?
i've got the TPcast so its the battery on the short cord down to your pocket
you don't notice the bit on top of the head at all, its really light
ah yeah I meant the weight of the unit and not the battery, that's good it is light
I really wonder what Oculus has up their sleeves for connect 4 now, it really does seem like they are clearing out inventory for something new
id say they would be pushing their standalone 1. get a new market before other guys get into it
$400 and $100 amazon voucher he was talking about
this is what I see at amazon.com
@full junco you have to have prime
@pearl tangle it doesnt say anything about the gift card there
@sturdy coral so its actually more expensive
I think it may be already sold out
for $300 I could have gotten some friends to buy it, yeah
well still $400 outlay anyway
says that on mine too
I got one
even though I already have one I just figured it would ebay if nothing else, but I will probably sell to a friend
so yeah if it is instantly out of stock at like 4AM in the morning it might not be that big of a thing for Vr adoption
$400 is still pretty good, but you really need at least three cameras
I really wanted to buy like 10 for an arcade at that price =P, but then they have all those restrictions on commercial use
would be good fun
gonna tidy up this project we built for a client and add some more improvements and gamification to it and then it's going to run in viveland in taiwan in their sports area
you dont need the 3 cameras
whoa cool
the 3 cameras is for bigger roomscale
i dont like the games that make me spin around as i get entangled. To play the oculus games, wich are designed to be forward facing, you are perfect with 2
in my experience two cameras alone doesn't work well, but my corners are far enough apart that is stretching the range
I can't play those. too used to the vive so can't do the forward facing only. hate teleporting around and having to control the direction
yeah I've got 4 cameras, but only three hooked up right now from USB limitations
@wicked oak have you tried two cameras in an opposing config and had good luck with it?
its my setup
works fine
i have the rift setup at my workstation, so i dont have that much space there
i use the vive on a different room where i can have more space
the cable is just too short on it to do proper roomscale as well.
mostly due to cabling with the cameras
yeah, I'm using the vive breakout box to "kind of" extend it
but i like the rift a lot more than the vive
with just a long displayport/hdmi cable and longer USB cable I can get in a 6m*6m space without any issues
other extensions have failed for me.. their whole wiring, USB, etc. situation is a clusterfuck
i prefer the rift controllers and i like the comfort of the headset. hate the heat it puts out though
put the pro's of both headsets together and we will be at a pretty decent product
I like vive comfort more the way it fits my face and glasses and stuff
but it is just too heavy for my busted neck
thats why vive added the headstrap
I got it, still too heavy
certainly allows you to sit the weight a little bit better on it.
yeah the newest 1s are lighter than the rift right?
older, yeah I want one of the newer ones to see if it is a help
I have vive pre which is supposed to be extra heavy
a strap can't really change center of gravity though, it just mainly affects how the weight is distributed on your face
but the center of gravity is still out a good bit farther than on rift (at least on Vive Pre)
I wonder if any of the weight reduction affected that too, like if more weight came off from the front
the original teardowns the circuitboards had tons of shielding and stuff that might have gotten reduced
I also only have a vive pre, would be interesting to know how much less weigth newer ones have
but the new ones come with a pretty simple packaging, where the first version came with a premium packaging 😄
man, if only i could get a vive pre at its time...
@full junco it is supposed to weigh 15% less
i made Deathwave wich was trash, and then made DWVR as a vr port of it when i got my headset
i would have done DWVR directly from the start if i had an early vive
but couldnt get it
I had the opportunity to test a devkit (the one with the fugly wands) while working at Technicolor
I got one of the pre-pre dev kits around october
it looked metal as fuck
i got mine in august
took me 3 weeks after i got it to RELEASE VRMultigames
i had to buy a retail one, and not even one of the first batches
i bought it by reselling my rift CV1 for 800 euros
I was planning on releasing a roomscale bullet hell in april a bit after launch.. then at GDC valve showed a roomscale bullet hell that everyone got for free
lol
that's how it goes.. like that mesh maker guy just straight out made his game free and open sourced it after google put out blocks
within a day or something
it was fairly niche at the time
apparently up until a couple weeks before GDC Xortex worked liked the remote control drone you get as a prize in the main room in the lab, you didn't directly control it with your hands
but my stuff wasn't exactly like xortex or anything.. xortex was way better and there was no way I could compete in any time frame especially with free
well tbh, vortex is the only game of that genre in VR right now
and its not a "full" game by any mean, just a tech demo
there have already been some clones
within a couple months
whoa they also itemized the amazon gift card, so only paid sales tax on the $300 cause gift cards are exempt
So, if Rift sold out everywhere, I wonder how many more users we got in VR now
GPUs should go down in price soon - Etherium crashed
ETH crashes and rebounds daily lol
more like biweekly
@wicked oak the big ones yeah, those are the ones I always double my eth in.
says limited to 1 per customer but seems to be 1 per checkout now
@wicked oak do it really late or super early in the morning. It likes to crash around those times.
Eastern time for me.
hah they fixed the bug
I think I got like 5 or 6 of them
ah no, only 3 went through
I wonder how many units will collect dust before they are resold and how many were purchased by actual end-user
I just wonder how they are able to do it this low without getting into anti-trust/dumping etc. territory
could just be prices coming down like phones I guess, it has been well over a year since launch
Well, who is going to complain?
If they were leading in sales to being with, HTC could file against them.
But they way things are, no one is going to be concerned
yeah, I don't know all the rules on dumping
you definitely can't use a monopoly in one area to establish one in another through bundling and stuff (like microsoft) but that isn't what they are doing
Btw, another conspiracy theory is that Zeni might block sales after all and they are trying to get a rid of stock
and I don't know that they have a social monopoly to the same degree as MS did
that would be nuts
if it was just their own sale I'd say plausible, but it seems like prime day would have been planned a good bit in advance
who knows though, amazon probably moves fast
just considering the xbox controller it is really crazy
Best buy sells them cheap too
you can get a friend a rift and touch for like $260-270
by selling the xbox controller
I thought maybe when it came back in stock it was just selling a few remaining cancelled orders but it seems to be holding
if they can stay in stock most of the day this could be really huge for VR adoption and online player counts
could be.. a big resolution bump would make this gen look really dated really fast
we're just barely there on resolution right now
wireless plz
out of stock again
its still pretty early in the morning east coast; if they can end up going through a large part of the business day with it in stock this will have been the biggest VR news in a long time
wireless is as much as the headset if you want to get your hands on it now
I could offload my TPcast if somebody had big enough wallets 😉 haha
not happy with the tpcast?
yeah its pretty cool. definitely makes running around playing robo recall a lot better without having to worry about the cables
but I don't actually have time to be playing VR games so much lately anyways and I have access to all of the hardware and can get more when I need them
yeah i bet... i can't wait for wireless, but occlusion issues and battery life worried me with the tpcast
4 odd hours it's given me and then you can just swap out the battery so no real issues there
I was able to still get tracking like 10m away from the thing too so didn't really have occlusion problems
yeah i guess that's pretty good with a second battery
decent enough piece of kit for early stuff. could use some ergonomic fixes with the battery placement but its easy enough to have in your pocket. I would prefer self contained on the headset though to make it easier for events
i would love tpcast + a big-ish roomscale for shooters and games like Gorn
since it's still got a cable with that, just easier to manage
yeah I have 4m*4m on it. It's good fun.
need to try out some more stuff with it, haven't played too many games with it. Had it sitting there for like 2 months and only used it twice
@pearl tangle I'll trade you a rift + touch for tpcast
already got 3 of those and never use them either :p hah
4.17 preview 1 is out !
Audio is still in early access
not really whole a lot of new stuff.. no mention of Vulkan for VR
The ‘Additional Meshes’ feature for previewing modular meshes now uses the ‘Copy Pose’ node instead of ‘MasterPose’. This means it can support meshes that do not share a Skeleton, and bones are copied by name.
this is fucking huge
it means you can have an arm mesh that has an arm skeleton
and not a fullbody skeleton
but will still attach just fine to a fullbody skeleton as submesh
(Early Access) The new Unreal Audio engine now supports Android, PS4, Xbox One, iOS, and Mac OS.
oh fuck yes
gotta have to try that
@mighty carbon "Spectator screens are now supported on the Oculus and HTC Vive."
finally ill be able to have better sound
New features and improvements are coming for development on XBox One, Nintendo Switch, and PS4. Since console code is not available for the Previews, details will be provided with the final 4.17 release.
thats the mixed / spectator system....its actually huge
you tease
Stereo layers have been unified across all platforms, allowing developers to use them agnostically across any platform without worrying about functional differences between platforms.
i wonder how well that works
@tired tree oh interesting.. So is that what we talked about the other day? (non-VR player doing something on the screen while VR player is in VR)
that would be interesting
usually my wife just pulls my pants down when I have the vive headset on
shes a troll sometimes
can have mixed reality, spectator screen, and one player on screen on in HMD with that system
its fairly robust
cool
Mixed reality support is great for PR cause youtubers like it.
More likely they will play your game (if it's good)
yup, its a marketing tool
oh sweet, a engine update with no relevent character movement changes
nothing special in this release for Gear VR..
can you do your gearvr dev in the rift now, to save having to deploy to test things?
@wintry escarp Well, once you make sure your project deploys and run on Gear VR and all minimum requirements are implemented, the rest can be done using Rift + remote.
(Remote is to emulate touchpad clicks)
const FGamepadKeyNames::Type SteamVR_Knuckles_Left_HandGrip("SteamVR_Knuckles_Left_HandGrip");
- const FGamepadKeyNames::Type SteamVR_Knuckles_Left_IndexGrip("SteamVR_Knuckles_Left_IndexGrip");
- const FGamepadKeyNames::Type SteamVR_Knuckles_Left_MiddleGrip("SteamVR_Knuckles_Left_MiddleGrip");
- const FGamepadKeyNames::Type SteamVR_Knuckles_Left_RingGrip("SteamVR_Knuckles_Left_RingGrip");
- const FGamepadKeyNames::Type SteamVR_Knuckles_Left_PinkyGrip("SteamVR_Knuckles_Left_PinkyGrip");
knuckles support is in 4.17 too
I really wish I was working on my VR game so I could try snag a pair from HTC.
they didn't promise full release for it in 4.17 @mighty carbon they said it would be "useable" / "stable"
those are silly names to use though. I mean ring grip? I don't wear rings. Do I lose an FGamepadKeyNames entry then? 😄 PinkyGrip? But my finger is brown as I sit on it all day. What is wrong with indexing it?
Mordentral did you request knuckles yet?
yeah but i'm not technically a "game dev" so no high hopes on my part
of course you are. Just register yourself self-employed, give yourself a business name and get a .com. Put up a page saying "new game coming soon exclusively on Vive" and point them to it :p
pfft
ug...all this vulkan additions to steamvr means I have to compile the vulkan modules in now as well...
worth it tho
oh god no, having to add 999999 different events and axis...
its allready annoying enough with Touch
o.O
it would be nice for UE4 to have it as standard feature, but meanwhile, https://github.com/NvPhysX/UnrealEngine/tree/VRWorks-Graphics-4.16
Anyone with an SLI setup try this yet? https://developer.nvidia.com/vrworks/graphics/vrsli
VR SLI provides increased performance for virtual reality apps where multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity API, VR SLI allows scaling for systems with more than 2 GPUs.
@mighty carbon why should they specifically mention vulkan for VR, its not like its super usable yet
too few people care about linux
@tired tree they merged knuckles support 4 days ago, you didnt see the commit? https://github.com/EpicGames/UnrealEngine/commit/ecba3636f684a73605603ca50ea70258f8552f6a
sounded like you were surprised its in 4.17
4 days ago I was in my vacation :p
@full junco because I care about Vulkan on Windows ? 😃
Vulkan on Windows won't be relevant in 4.17 due to bad performance
😦
its great that it works though
@wicked oak are you going to test VRWorks for 4.16 ?
if GPU prices wouldn't be crazy due to ethereum I would buy me a 10xx GPU just for being able to test the VRWorks stuff
rift will be here tomorrow
@tired tree is it a pain to build Editor from Nvidia branch ?
no harder than anything else
I'd definitely want to ship VRWorks build along with regular build
good luck with that if you don't plan to lock into a single version
also if its not singleplayer, then you'd need to go into the subsystem and make some changes or servers wouldn't work cross builds
nah, market is small as it is.. Better serve AMD users too
btw, cool stuff https://assadollahi.de/2-3d-cams-1-2d-cam-on-the-dk2-pi3/
vrworks is supposed to be fine with AMD IE: it doesn't use the features for them
they hopefully have that actually working correctly now
yeah I haven't heard of any problems, but haven't tested it on AMD
Two Bone IK improvements including a ‘NoTwist’ option and an ‘Enable Debug Draw’ option.
is that for forearm twist?
Plugins may now declare dependencies on other plugins, allowing the engine to automatically enable and load anything they require. Dependencies can be listed in a .uplugin using with the same syntax as .uproject files.
^-- that's nice
Does anyone have experience deploying APK's to google play with OBB attachments?
@sturdy coral is that for full body ik without having to use ikinema?
You can use it as part of implementing full body ik
But it is just for doing ik for two bones, like forearm and upper arm
Hmm was thinking of getting ikinema, but don't know if there was a comparable native setup I could use to save some money.
@sturdy coral I thought it's for snapping partial mesh/skel to full body skel
Does anyone know if the forward renderer is getting any new rendering features in the near future? Ideally some kind of dynamic AO or specular occlusion?
@quartz bay yeah you just need to upload the OBB file to the play store along with it and it will handle it all for you
@glossy agate the 2 bone IK system would allow you to build a full body IK rig but it's not going to be out of the box. Ikinema is good for what it does but it requires you to be running another piece of software at the same time to do it in realtime in the engine
@pearl tangle I don't see the UI for uploading the OBB files; Just APK files. Am I missing something obvious?
you have to upload the APK file first
@pearl tangle would it work for MP? Trying to figure out what other games are using.
yeah the IK stuff has been in there for a while. It just takes a lot of configuring. There is another IK plugin that somebody has been working on for quite a while that works with the vive. I think he wants a few hundred bucks for that 1 too
but thats all in unreal so no external setup, not sure if it handles vive trackers though like ikinema orion does